Initial commit: VKZip GPU Compressor
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#version 450
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/*
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* VKZip GPU Decompression Shader
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*
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* Decompresses blocks compressed by the compression shader.
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* Each workgroup decompresses one block.
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*
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* Token format (matching compress.comp):
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* - Literal: [0x00] [byte] → emit 1 byte
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* - Match: [0x01] [len:u16] [dist:u16] → copy `len` bytes from `pos-dist`
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*/
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layout(local_size_x = 256) in;
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// ── Push constants ─────────────────────────────────────────────────
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layout(push_constant) uniform PushConstants {
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uint block_count;
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uint block_size;
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uint _pad1;
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uint _pad2;
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} params;
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// ── Buffers ────────────────────────────────────────────────────────
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// Input: compressed data (all blocks concatenated)
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layout(std430, set = 0, binding = 0) readonly buffer InputBuffer {
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uint data[];
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} input_buf;
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// Output: decompressed data (read-write: needs read for match back-references)
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layout(std430, set = 0, binding = 1) buffer OutputBuffer {
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uint data[];
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} output_buf;
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// Block metadata: [block_idx] = { in_offset, in_size(compressed), out_offset, out_size(original) }
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layout(std430, set = 0, binding = 2) buffer MetadataBuffer {
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uvec4 blocks[];
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} meta;
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// ── Helper: read a byte from packed uint buffer ────────────────────
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// ── Helper: read a byte from packed uint buffer ────────────────────
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uint read_byte_in(uint base_offset, uint byte_idx) {
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uint word_idx = (base_offset + byte_idx) >> 2;
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uint byte_pos = (base_offset + byte_idx) & 3;
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return (input_buf.data[word_idx] >> (byte_pos * 8)) & 0xFF;
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}
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void main() {
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uint block_idx = gl_WorkGroupID.x;
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uint thread_id = gl_LocalInvocationID.x;
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if (block_idx >= params.block_count) return;
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uint in_offset = meta.blocks[block_idx].x;
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uint in_size = meta.blocks[block_idx].y;
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uint out_offset = meta.blocks[block_idx].z;
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uint out_size = meta.blocks[block_idx].w;
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// Sequential decompression by thread 0
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if (thread_id == 0) {
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// If the block was stored raw (uncompressed), just copy it
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if (in_size == out_size) {
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for (uint i = 0; i < in_size; i++) {
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uint b = read_byte_in(in_offset, i);
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uint byte_pos = i & 3;
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// Read modify write needed here to avoid clobbering since we don't word-buffer the raw yet
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uint word_idx = (out_offset + i) >> 2;
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atomicOr(output_buf.data[word_idx], b << (byte_pos * 8));
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}
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return;
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}
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uint in_pos = 0;
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uint out_pos = 0;
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uint current_word = 0;
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uint current_word_idx = 0;
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while (in_pos < in_size && out_pos < out_size) {
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uint token = read_byte_in(in_offset, in_pos);
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in_pos++;
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if (token == 0x00) {
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// Literal
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uint b = read_byte_in(in_offset, in_pos);
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in_pos++;
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// Buffer output
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uint byte_pos = out_pos & 3;
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current_word |= (b << (byte_pos * 8));
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if (byte_pos == 3 || out_pos == out_size - 1) {
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output_buf.data[(out_offset + out_pos) >> 2] = current_word;
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current_word = 0;
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}
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out_pos++;
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}
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else if (token == 0x01) {
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// Match
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uint match_len = read_byte_in(in_offset, in_pos) | (read_byte_in(in_offset, in_pos + 1) << 8);
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in_pos += 2;
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uint match_dist = read_byte_in(in_offset, in_pos) | (read_byte_in(in_offset, in_pos + 1) << 8);
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in_pos += 2;
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uint copy_src = out_pos - match_dist;
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for (uint i = 0; i < match_len && out_pos < out_size; i++) {
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uint src_byte_idx = copy_src + i;
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uint b = 0;
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// Did we write this byte fully to memory yet?
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if (src_byte_idx >= (out_pos & ~3u)) {
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// It is in the current word being accumulated
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uint src_byte_pos = src_byte_idx & 3;
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b = (current_word >> (src_byte_pos * 8)) & 0xFF;
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} else {
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// Read from VRAM
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uint src_word = output_buf.data[(out_offset + src_byte_idx) >> 2];
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uint src_byte_pos = src_byte_idx & 3;
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b = (src_word >> (src_byte_pos * 8)) & 0xFF;
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}
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// Buffer Output
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uint byte_pos = out_pos & 3;
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current_word |= (b << (byte_pos * 8));
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if (byte_pos == 3 || out_pos == out_size - 1) {
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output_buf.data[(out_offset + out_pos) >> 2] = current_word;
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current_word = 0;
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}
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out_pos++;
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}
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}
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}
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}
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}
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